On Feb 20, 2009, at 6:59 PM, Paul Fishwick wrote:

>   tutorial4.material which contains a reference to InflateVP, which
> references shader inflate.cg, which moves vertices (simulating 
> "inflation"):

that sounds like a 'procedural vertex animation', a 'geometry 
shader'(?) or something like that (people often talk of shaders when 
mean just a program running on the gpu) that can inflate any mesh. so a 
function, piece of code, not animation data.

what i was referring to was pre-made animations, that only work with 
the specific mesh that they were made for (e.g. a face turning to 
smile).

~Toni

>   http://artis.imag.fr/~Xavier.Decoret/resources/ogre/tutorial4.html
>> vertex animation is probably more similarily to
>> skeletal. there is the point though that at least the skel morphing 
>> can
>> be run on the gpu (and is by default), did you see shader references
>> related to that?
>>
>> well i googled now a sec and the manual says:
>> "Vertex animation is stored inside the .mesh file since it is tightly
>> linked to the vertex structure of the mesh"
>> http://ogre3d.org/docs/manual/manual_78.html#SEC338
>>
> I'll check this out
>
>
>
>>
>>> -p
>>>
>>
>> ~Toni
>>
>>
>>> Toni Alatalo wrote:
>>>
>>>> On Feb 19, 2009, at 4:56 PM, Paul Fishwick wrote:
>>>>
>>>>
>>>>
>>>>> I have no access. Blender has an OGRE mesh exporter. However, when
>>>>> you say ".bvh files are not supported by rex avatar", I interpret
>>>>> this
>>>>> to
>>>>>
>>>>>
>>>> (...)
>>>>
>>>>
>>>>>  2) to create animations, one must use the ".skeleton" Animation 
>>>>> Pack
>>>>> .skeleton file contain the keyframes (since .bvh is not used) and 
>>>>> is
>>>>> the .skeleton file also used
>>>>>
>>>>>
>>>> yes, .skeleton is the Ogre animation format.
>>>>
>>>> the Blender Ogre Meshes and Animation exporter, the normal exporter
>>>> that you probably are using, exports always a .mesh and .material
>>>> file,
>>>> and when the thing you are exporting is an armature (the Blender 
>>>> name
>>>> for skeleton) with animations (in Blender: actions), a .skeleton 
>>>> too,
>>>> which indeed has the animation data (every frame and not just
>>>> keyframes
>>>> IIRC, as Ogre does not support constraints etc. similar to movie
>>>> animations so the animations are 'baked' upon export)
>>>>
>>>> bvh is just another format, at least in principle you can import it 
>>>> to
>>>> e.g. Blender to convert to the Ogre format, but you need to have a
>>>> compatible rig then. IIRC the Blender bvh importer actually creates 
>>>> a
>>>> bvh skel for you, but actions are reusable cross rigs so you can use
>>>> the imported ones with any, as long as you have the bone names
>>>> according to the bvh convention.
>>>>
>>>>
>>>>
>>>>> for vertex animation?
>>>>>
>>>>>
>>>> i don't remember how vertex animation (shape / morph keys) are,
>>>> perhaps
>>>> in the same file.
>>>>
>>>>
>>>>
>>>>> -p
>>>>>
>>>>>
>>>> ~Toni
>>>>
>>>>
>>>>
>>> -- 
>>> Paul Fishwick, PhD
>>> Professor and Director, Digital Arts and Sciences Programs
>>> University of Florida
>>> Computer & Information Science and Eng. Dept.
>>> Bldg. CSE, Room 301
>>> P.O. Box 116120
>>> Gainesville, FL 32611
>>> Email: fishw...@cise.ufl.edu
>>> Phone: (352) 392-1414
>>> Fax: (352) 392-1220
>>> Web: http://www.cise.ufl.edu/~fishwick
>>>
>>>
>>>
>>>
>>
>>>
>>
>
>
> -- 
> Dr. Paul A. Fishwick           E-Mail: fishw...@cise.ufl.edu
> Dept. of Computer & Info       Phone & FAX: (352) 392-1414
>  Science and Engineering       WWW: http://www.cise.ufl.edu/~fishwick
> University of Florida          (PGP Key available at above WWW address)
> P. O. Box 116120
> 332 Bldg. CSE, Gainesville, FL 32611-6120
>
>
> 

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